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using UnityEngine;
using UnityEngine.UI;
using EnhancedUI.EnhancedScroller;
using System.Collections.Generic;
using System;
namespace EnhancedScrollerDemos.NestedScrollers
{
/// <summary>
/// The master cell view contains a detail EnhancedScroller
/// </summary>
public class MasterCellView : EnhancedScrollerCellView, IEnhancedScrollerDelegate
{
private bool reloadDataNextFrame = false;
/// <summary>
/// The detail scroller containing our detail cells
/// </summary>
public EnhancedScroller detailScroller;
/// <summary>
/// The list of detail cells for this master cell
/// </summary>
private MasterData _data;
/// <summary>
/// Detail cell prefab to instantiate
/// </summary>
public EnhancedScrollerCellView detailCellViewPrefab;
/// <summary>
/// Sets the detail scroller delegate and data
/// </summary>
/// <param name="data"></param>
public void SetData(MasterData data)
{
// set up delegates and callbacks
detailScroller.Delegate = this;
detailScroller.scrollerScrolled = ScrollerScrolled;
// assign data and flag that the detail scroller needs to be reloaded.
// we have to reload on the next frame through the update so that the
// main scroller has time to set up the master cell views first.
_data = data;
reloadDataNextFrame = true;
}
/// <summary>
/// Check to see if the scroller needs to be reloaded
/// </summary>
void Update()
{
if (reloadDataNextFrame)
{
// scroller needs reloaded, so we unflag and reload the detail data
reloadDataNextFrame = false;
detailScroller.ReloadData(_data.normalizedScrollPosition);
}
}
#region EnhancedScroller Handlers
/// <summary>
/// This tells the scroller the number of cells that should have room allocated. This should be the length of your data array.
/// </summary>
/// <param name="scroller">The scroller that is requesting the data size</param>
/// <returns>The number of cells</returns>
public int GetNumberOfCells(EnhancedScroller scroller)
{
// in this example, we just pass the number of our detail data elements
return _data.childData.Count;
}
/// <summary>
/// This tells the scroller what the size of a given cell will be. Cells can be any size and do not have
/// to be uniform. For vertical scrollers the cell size will be the height. For horizontal scrollers the
/// cell size will be the width.
/// </summary>
/// <param name="scroller">The scroller requesting the cell size</param>
/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
/// <returns>The size of the cell</returns>
public float GetCellViewSize(EnhancedScroller scroller, int dataIndex)
{
// in this example, we set the cells at 100 pixels wide
return 100f;
}
/// <summary>
/// Gets the cell to be displayed. You can have numerous cell types, allowing variety in your list.
/// Some examples of this would be headers, footers, and other grouping cells.
/// </summary>
/// <param name="scroller">The scroller requesting the cell</param>
/// <param name="dataIndex">The index of the data that the scroller is requesting</param>
/// <param name="cellIndex">The index of the list. This will likely be different from the dataIndex if the scroller is looping</param>
/// <returns>The cell for the scroller to use</returns>
public EnhancedScrollerCellView GetCellView(EnhancedScroller scroller, int dataIndex, int cellIndex)
{
// first, we get a cell from the scroller by passing a prefab.
// if the scroller finds one it can recycle it will do so, otherwise
// it will create a new cell.
DetailCellView detailCellView = scroller.GetCellView(detailCellViewPrefab) as DetailCellView;
// set the name of the game object to the cell's data index.
// this is optional, but it helps up debug the objects in
// the scene hierarchy.
detailCellView.name = "Detail Cell " + dataIndex.ToString();
// in this example, we just pass the data to our cell's view which will update its UI
detailCellView.SetData(_data.childData[dataIndex]);
// return the cell to the scroller
return detailCellView;
}
/// <summary>
/// Capture the scroll position to use when the scroller is recycled
/// </summary>
private void ScrollerScrolled(EnhancedScroller scroller, Vector2 val, float scrollPosition)
{
_data.normalizedScrollPosition = scroller.NormalizedScrollPosition;
}
#endregion
}
}